Reddit's arrogance in all but ignoring the mods needs has resulted in only harming our users. This sub went dark due to the terrible handling of Reddit's API pricing changes and policy decisions. /Save3rdPartyApps/. Under duress and for the benefit of our users, we are reopening the Subreddit despite this issue not being resolved.
Reddit's arrogance in all but ignoring the mods needs has resulted in only harming our users. This sub went dark due to the terrible handling of Reddit's API pricing changes and policy decisions. /Save3rdPartyApps/. Under duress and for the benefit of our users, we are reopening the Subreddit despite this issue not being resolved.
For fans of actress Sarah Hyland.
I'm nonverbal at the moment due to everything you all put me through. The insults. The jokes. All of it. It reached a breaking point!
Talking behind my back, laughing, going so quiet when you see me clean or getting mad if it isn't done correctly as if I'm some sort of maid. Yet on the same hand, coming to me when you're breaking down because I have it together in your eyes.
I have it together sometimes but internally I'm so broken. I'm just good at making sure my masking tape doesn't slip.
I wont open my mouth to speak since all you do is spit venom back.
I'm upset but that has never matters. All that matters is that you all sit back while I clean and clean because I cant live in mess. Not anymore. I refuse to.
I leave soon. So soon. I'm just waiting on the day. Once I do, none of you will know when. One day you'll just find me gone. I dont fucking care how "fake" that is to you.
You're not entitled to knowing when this next chapter of my life is.
-Strawberry
The
Dungeon Dungeon Fruit is a paramecia-type devil fruit that allows the user to become a living dungeon, making them a
Dungeon Master.
Strengths
Upon consuming the Dungeon Dungeon Fruit, the user will gain a permanent pocket dimension of a dungeon within themselves which they are able to customise however they like. The user can teleport people and objects into their dungeon through touch, shrinking them down and transporting them into the dungeon's interior.
The user also gains the ability to transform their body into a full-size dungeon matching the pocket dimension one as it is just the pocket dimension one expanding into the world and transforming the user into the building. If the user is above ground their dungeon will resemble a tower as it towers above the ground with its height dependent on the number of flours the user has created. If the user does it above ground the dungeon's rules of floors get flipped and the lower floors are weaker with the higher ones being stronger. Also, there will be an entranceway for people to enter or exit at the bottom of the "tower" form. If the user is underground their dungeon will meld with the environment and go down with the height dependent on the number of flours the user has created, additionally, the user will rise or sink to have an opening on the surface marking the entrance into the dungeon. When transformed the user has complete control over the dungeon, allowing them to manipulate its structure, features, and contents as if it were an extension of their own body. The user can enhance the durability of their dungeon, fortifying it against environmental hazards and potential threats.
Inside the dungeon, the user is able to create anything that can be found in a dungeon, including but not limited to, weapons, monsters, treasures, puzzles, traps, etc. The user is able to take out their creations however they must keep physical contact with it constantly and if they don't it will disappear and reappear back in their dungeon when the user has the energy to create it again.
Inside the dungeon, the user has absolute control capable of creating and controlling anything and everything in relation to dungeons.
Weaknesses
Standard devil fruit weaknesses apply.
Floors: The user has to separate the structure of their dungeon into floors, with every floor down able to create stronger entities and items with more elaborate and stronger traps and treasures.
Creatures: The creatures that the user creates in the dungeon are able to be influenced and controlled by the user's direct orders but anything besides the user's direct orders can possibly be disobeyed or dismissed by the creatures.
Outside contact: Items and creatures that the user made within their dungeon will turn into dust once they are apart from the user. Meaning that an item or creature can be taken out but only partially. The user can take out a sword and use it as a weapon but once they discard it or it no longer makes physical contact with them it will start to turn to dust.
Energy: It takes energy for the user to make anything within the dungeon be it items, monsters, or even them manipulating the dungeon to their will to make the impossible happen, or even remake the dungeon and its contents. The stronger the things/creatures that they create the more energy it will cost the user.
Space & Haki: Strong haki can neutralize creatures within the dungeon and make passage throughout the dungeon really easy, additionally any space manipulation can enable people the ability to escape from the user's Dungeon unless the user is constantly twisting space to prevent them from doing this.
'Magic': The dungeon is filled with the user's energy which they can use like magic. The 'Magic' within the dungeon can only ever be the user's energy that they used to create phenomenon, it is not real magic but the user using their ability to create anything within the dungeon. Haki can disrupt this energy and make the user's control over the dungeon unstable/erratic and it acts as a kind of anti-magic.
Destruction: Vistors can destroy the dungeon and trigger a full-scale collapse in order to get out of the dungeon quickly.
Dungeon Limit: The Dungeon can be of any size be it 1 floor, 10 floors, 100 floors or even 10,000 floors as many as the user wants, and these floors can be as big or as small as the user wants with space distorting to the users will. As well as the contents being however the user wishes them to be. However, the user is limited to having only one Dungeon created at a time.
Techniques:
The core of the Dungeon: This technique allows the user to merge their physical form with their dungeon, becoming the true core and centre of the Dungeon. When activated, the user's body undergoes a transformation, imbuing them with the visual appearance of their dungeon while retaining their base form's humanoid shape. The user appears as their usual self but with subtle manifestations of their dungeon's architecture spread across their entire body visible both internally and externally. Parts of the user's body may take on a spectral or ethereal quality, resembling stone, wood, or other materials found within their dungeon. Floors within the dungeon will be visible on the user's body and the user can interact with them like normal. While in this state, the user's control of their dungeon and sense of the dungeon as a part of their body is strengthened, granting them unparalleled control over its features and inhabitants. They can sense disturbances, manipulate the environment, and summon forth creatures or objects from within their domain with ease. The user's thoughts and intentions shape the very fabric of their dungeon, allowing them to adapt and respond to any situation. The Core of the Dungeon technique offers numerous tactical advantages. In addition to serving as a formidable defensive measure, it enables the user to access their dungeon's resources and defences instantaneously. They can summon forth weapons, traps, or allies as needed instantaneously. Additionally, the strongest part of this technique is that the user is able to take on the full condition of the dungeon allowing them to be as durable as the entire dungeon combined, as smart as the entire dungeon combined, and the user is able to draw on all the strength of the entire dungeon, etc.
Dungeon Gate: The user is able to create a portal on any part of their body, this portal can connect to anywhere within their dungeon. The user can use this to take out something or someone from their dungeon temporarily, the user can also use this to make an opening for one of their creatures to attack from the portal or to take out an item.
Treasure: The user can create valuable items or weapons from their dungeon and bring them into the real world by maintaining physical contact. However, these items will disappear if contact is broken.
- Eternal Chalice: A mystical cup that, when filled with any liquid, will never run out of that liquid until the cup is turned over completely and the contents are completely spilt out.
- Golem's Heart: A magical gem that, when placed on the ground, summons a powerful stone golem to protect the owner of the treasure. The Golem is about the same size as a goblin and is made of solid stone, it will last until it is completely broken.
- Chrono Amulet: An amulet that allows the wearer to slow down and speed up their movements at will, giving them a significant advantage in battle. However, there is a high energy consumption which increases the more the wielder wants to speed up or slow down.
- Spectral Lantern: A lantern that can summon spirits to aid the user in various ways, such as scouting, fighting, or showing the way. The wielder must make sure the spirits they summon listen to them and make sure that the spirits don't try to lead the wielder to the dead's same fate.
- Serpent's Eye: An orb that grants the user the ability to see through illusions and detect hidden objects or beings. The orb has a swirling pattern inside that resembles a serpent's eye. However, Continuous use can strain the user's eyesight.
- Dragon’s Eye: A gem that allows the wielder to see through illusions and detect lies by emitting a faint glow when deception is present. The wielder must be paying attention to the gem to see it glow, plus someone may be talking too fast for the wielder to understand what words they said are a lie or not. It also has a limited range of effectiveness.
- Death's Whisper: A pendant that allows the user to communicate with the dead, gaining their knowledge and advice. The pendant is shaped like a skull with glowing eyes. However, communicating with the dead can attract malevolent spirits.
- Spirit Stone: A gemstone that can capture and contain the essence of defeated enemies, allowing the user to temporarily harness their abilities. The stone has a limited capacity and requires time to recharge between uses. Using too many abilities at once can overwhelm the wielder or allow them to be possessed by the collective spirits within the gemstone should their spirit not be strong enough.
- Starlight Pendant: A pendant containing a fragment of a fallen star. It allows the user to harness the power of starlight, creating blinding flashes, energy beams, and shields of light. The pendant's power diminishes in the absence of starlight or strong light sources. Continuous use can cause the pendant to overheat, requiring a cooldown period.
- Serpent's Fang Dagger: A dagger crafted from the fang of a mythical serpent. It can inject a potent venom that paralyzes or weakens its victims. The venom needs time to replenish after each use, limiting the number of effective strikes in a short period.
- Starry Night Robe: A robe adorned with patterns that mimic the night sky, granting the wearer the ability to blend into their surroundings and move silently. The camouflage effect is less effective in brightly lit environments.
- Abyssal Grimoire: A dark tome filled with forbidden knowledge and powerful spells. Reading from the grimoire allows the wielder to cast devastating dark magic at the cost of their own vitality. Each spell cast siphons a portion of the wielder’s life force, and prolonged use can lead to severe consequences, including physical and mental corruption.
- Eclipse Ring: A ring that harnesses the power of lunar and solar eclipses, allowing the wielder to cast powerful light and shadow magic. The ring’s power is tied to the phases of the moon and solar cycles, making it weaker during certain times.
- Whispering Leaves: An enchanted book filled with ancient knowledge of nature magic. When read, it allows the wielder to communicate with plants and animals. Requires time to read and understand the spells. Using powerful spells can drain the wielder's energy and concentration.
- Evil Dispelling Talisman: A talisman that wards off evil spirits and curses, providing protection against dark magic and supernatural threats. One-time use.
- Talisman of Fortitude: A talisman that increases the wearer’s resilience, providing protection against physical and magical damage. The protection requires energy to maintain and can fail if the wielder is overwhelmed by powerful attacks. One-time use.
- Shadow Dagger: A dagger that allows the user to merge with shadows, becoming invisible and intangible while within them as well as allowing them to directly attack someone's shadow as if it were tangible. It is ineffective in well-lit environments, and cannot physically harm anyone bar their shadows.
- Vortex Gauntlet: A gauntlet that can create and control miniature vortices, allowing the wielder to manipulate wind and suction forces. The gauntlets have high energy consumption and limited range. Overuse can cause severe strain on the user’s arm.
- Stockpile Gauntlet: A gauntlet encrusted with crystals that can absorb and store magical energy, which can then be released in powerful bursts. Has a limited capacity for storing energy and can become unstable if overloaded. The release of energy is also taxing on the user’s arm causing it to strain from the backlash of powerful attacks/blasts.
- Warlock's Staff: A staff imbued with dark magic that enhances the wielder's spellcasting abilities and allows them to drain the life force of enemies. The staff’s dark magic can corrupt the wielder over time, leading to physical and mental deterioration.
- Harmony Orb: An orb that balances opposing forces, allowing the wielder to neutralize magic. The orb’s power can be overwhelmed by extremely powerful magic.
- Tempest Bow: A bow that allows the wielder to shoot arrows infused with the power of wind, capable of creating powerful gusts and small tornadoes on impact. The bow has a high energy cost and requires the wielder's energy to create wind-infused arrows. The bow's effectiveness is reduced in enclosed or windless environments.
- Blazing Quiver: A quiver that enchants any arrows placed within it to become flaming arrows, capable of setting targets ablaze on impact. The fire enchantment drains the user’s stamina, and arrows can be extinguished by water or strong winds.
- Seeker’s Map: A magical map that reveals the location of hidden treasures, secret passages, and important landmarks. It can easily be burned or torn and damaged by water like aged papyrus.
- Orb of Whispers: A crystal ball that allows the wielder to communicate telepathically with anyone they have met before, no matter the distance. The telepathy is one way and there is no way to know if the message they sent was successful without meeting up with them.
- Frostfire Lantern: A lantern that can switch between emitting a freezing cold light or a searing hot flame, depending on the wielder's needs. The lantern drains energy quickly when used in either mode, and the user must be careful to avoid harming themselves or allies with the extreme temperatures.
- Mermaid’s Locket: A locket that grants the wearer the ability to breathe underwater and communicate with aquatic creatures. The locket’s power is limited to water environments and drains energy if outside of water for extended periods.
- Phoenix Tear Flask: A flask containing a single, precious tear from a phoenix, which can heal any wound or cure any illness when consumed. The flask only contains a single use, and once used, it cannot be refilled. The healing effect can be overwhelming and incapacitating for a short period.
- Shifting Sands Bottle: A bottle filled with enchanted sand that can transform into various shapes and forms at the wielder's command. Controlling the sand requires mental concentration, and the transformations are temporary, reverting to sand if not maintained.
- Thunder Drum: A drum that, when played, can summon thunder and lightning to strike at the wielder's command wherever they are looking. Playing the drum is physically demanding, and summoning lightning requires precise timing and significant energy.
- Astral Compass: A compass that points towards the nearest source of magical energy, helping the user find enchanted objects and places. The compass can be misleading if multiple sources of magic are nearby, and it requires mental focus to interpret correctly.
- Seraphim’s Feather: A single, radiant feather that grants the wielder the ability to manifest wings and fly and create protective barriers of light. When the wielder manifests wings they gain a slight regeneration capable of suppressing minor illnesses and closing small cuts. However, flying and creating barriers drain the user’s stamina quickly, and the feather’s power diminishes if used excessively without rest.
- Celestial Harp: Crafted from the finest celestial metals and adorned with shimmering angelic runes, this harp produces music that can heal wounds, soothe minds, and uplift spirits. When played, it can calm storms, mend broken hearts, and bring peace to troubled souls. However, its power can only be harnessed by those with a pure heart.
- Saint's Cloak: A cloak woven from threads of starlight and blessed by archangels. It grants the wearer invisibility, protects them from harm, and allows them to move silently and swiftly. The cloak also has the power to create protective barriers that can shield allies. Only those with a heart dedicated to good can wear the cloak without it losing its power.
- Inferno Ring: A ring that grants the wearer the ability to control and manipulate fire, allowing them to create fireballs, walls of flame, and other fiery constructs. The ring consumes a significant amount of energy, and the ring is unable to be used when it is covered in water or ice.
- Moonstone Pendant: A pendant that enhances the wearer’s intuition and allows them to see in complete darkness. The enhanced intuition can be overwhelming, causing sensory overload if used for extended periods.
- Gauntlet of Titans: A gauntlet that grants the wearer immense strength, allowing them to perform feats of great physical power. The increased strength drains the user's stamina rapidly and can cause muscle strain if overused.
- Enchanted Quill: A quill that can write on its own, create detailed maps, transcribe spoken words, or draw intricate designs. The quill requires the wielder's concentration and drains mental energy, becoming less effective if used for extended periods.
- Gale Fan: A fan that controls the wind, allowing the user to create powerful gusts or gentle breezes. The fan requires physical effort to use effectively, and prolonged use can cause fatigue.
- Slothful Amulet: An amulet that induces a state of lethargy and apathy in the wearer, allowing them to no longer feel fatigued more than the amulet makes them, making them capable of doing strenuous activity while having the same amount of energy. However, prolonged use leads to a life devoid of purpose or ambition, trapped in a perpetual cycle of laziness and stagnation.
- Prideful Armour: Armour adorned with intricate designs and enchantments, the more prideful the wearer is the stronger the armour becomes allowing it to take attacks that appear instantly fatal. However, once the user takes off this armour they will feel worthless and will despair until they wear the armour again or learn to live without it.
- Greed's Coin: A golden coin that multiplies the wielder's wealth with each transaction, bringing untold riches to its owner. However, every gain comes at the expense of others, leading to exploitation and manipulation. The insatiable desire for wealth will eventually drive the user to commit increasingly ruthless acts, ultimately isolating them from all but their material possessions.
- Glutton's Chalice: A chalice that endlessly produces the finest foods and beverages, satisfying every craving of the user. Indulging in its offerings grants temporary pleasure and sustenance but leads to insatiable hunger and addiction. Over time, the user becomes enslaved by their own desires, unable to resist the allure of excess.
- Wrath's Broken Sword: A broken Zweihänder infused with the fury of the enraged, granting the wearer immense strength and destructive power. When activated, the sword will grow as if healing itself from all of its lifetime of damage, and then it engulfs the user in a raging aura of flames, enhancing their combat prowess but clouding their judgment with unbridled anger. Prolonged use risks losing control and becoming consumed by rage.
- Envy's Mirror: A mirror that reflects the desires of the beholder, showing them what they covet most in the world. When gazed upon, the user can see what they want the most in the world, and then they can take it out of the mirror, a mirrored copy of what they want the most. However, the more they use the mirror the more they will begin to envy those around them succumbing to its temptations which can lead to obsession and eventual downfall.
- Lust's Mask: A mask that enhances the allure and charisma of the wearer, captivating all who gaze upon them with irresistible charm and desire. While wearing it, the user can manipulate others to fulfil their every whim and desire. However, once the mask is removed the user will look disfigured permanently, with only a holy artefact that can remove curses capable of dispelling the terrible effects.
- The Crown That No One Wanted: A Crown that once worn will grant its wearer the power to be empowered by every sin they commit and others commit in the wearer's vicinity. However, this crown can not be removed except upon the wearer's death, and everyone the wearer sees the wearer will be able to see all of their sins and the next sin they are about to commit.
- Amulet of the Demi-Lich: An ancient amulet crafted from obsidian and etched with ominous glyphs, housing the imprisoned essence of a powerful demi-lich. When worn, the amulet bestows upon the wearer all the Demi-Lich's knowledge of dark magic and necromancy, granting access to the lich's vast repository of forbidden spells and arcane rituals. The wearer gains the ability to draw upon the demi-lich's powers, wielding dark energies to bend the forces of life and death to their will. Shadows obey their command, and the air grows thick with the whispers of the undead. However, with each use of the amulet's power, the malevolent consciousness of the demi-lich begins to seep into the wearer's mind, whispering temptations and promises of unimaginable power. The wearer's thoughts become consumed by the lich's desires, their will is slowly eroded by its relentless influence. If the wearer succumbs to the lich's control, their body becomes a vessel for its resurrection. The amulet shatters, releasing the demi-lich's essence to merge with the wearer's soul, transforming them into a vessel of undeath. From the ashes of the wearer's humanity, the demi-lich rises once more, eager to unleash its reign of darkness upon the world once more.
- Lich's First Wand: Crafted from the ancient and gnarled wood of the Veilwood trees, this wand holds the essence of the lich's earliest forays into magic, before corruption took hold. The wood is smooth to the touch, with delicate carvings depicting scenes of nature and life. When wielded by a skilled mage, the Veilwood Staff channels the untainted magic of its creation, granting the user the ability to manipulate the forces of nature and harness the primal energies of the earth. It can conjure gentle breezes, summon vines to entangle foes, and heal wounds with the touch of its tip. Unlike the dark artefacts associated with lichdom, the Veilwood Staff does not seek to corrupt or dominate its wielder. Instead, it serves as a reminder of the lich's origins and the purity of their magical pursuits before succumbing to the allure of immortality. However, despite its benign nature, the staff still bears the lingering echoes of the lich's ambitions and desires. Those who wield it may experience faint whispers and visions of the lich's past, offering glimpses into the choices that led to their transformation. The lich's pleads for help to find the one that he could not echo in the wielder's dreams, to complete what he never could.
Dungeon Master's Clarvoiant Gaze: The user can see through the eyes of any creature or object within their dungeon, providing them with complete surveillance of their domain. Although this can be very helpful to the user to help them survey their dungeon as if they are all seeing, without training, they will have no attention of their surroundings and may be ambushed in their distraction.
Monster Maker: The user manifests fearsome creatures within their dungeon, bringing them to life from the depths of their imagination. By channelling their energy and focusing their will, the user can create a wide variety of monsters, each with unique abilities, characteristics, and behaviours. These creatures serve as guardians, minions, or challenges within the dungeon, obeying the user's commands and defending their domain against intruders. To create a creature the user goes through three steps; Visualization, Energy Channeling, and Materialization. Firstly the user begins by visualizing the creature they wish to create, envisioning its form, size, and attributes in vivid detail. They draw upon their knowledge of mythology, folklore, and imagination to craft a truly unique monster. Then with a focused mind and a surge of energy, the user channels their power into the creation process, infusing the imagined creature with life force. This energy serves as the catalyst for bringing the creature into existence within the dungeon. Lastly, as the energy takes shape, the creature materializes within the user's dungeon, emerging from the depths as a tangible entity. The user can control the creature's appearance, abilities, and behaviour to suit their needs and objectives. The user can make any type of monster that they like, the only limit is their energy and their imagination, but some examples include;
Beasts: Ferocious creatures such as dire wolves, giant spiders, or griffins, possessing keen senses and formidable physical abilities.
Undead: Reanimated corpses, skeletal warriors, or spectral apparitions, instilling fear and dread in those who encounter them.
Elementals: Living embodiments of natural elements, including fiery salamanders, watery serpents, or earthen golems, each with unique elemental powers.
Aberrations: Bizarre and otherworldly entities, such as tentacled horrors, shape-shifting mimics, or mind-controlling aberrations, capable of confounding and terrifying intruders.
Constructs: Artificial beings crafted from magical or mechanical components, ranging from clockwork automatons to golems forged from enchanted stone or metal. They can also create many more, but these are only some examples. The user can control their creations in multiple ways and command them to act together; The user can maintain their control over the monsters they create, commanding them with their will and asserting their dominance as the Dungeon Master. The monsters obey the user's orders without question, serving as loyal guardians or relentless assailants. Also, the user can tailor the behaviour and objectives of the monsters to suit their needs, directing them to patrol specific areas, guard valuable treasures, or attack intruders on sight. The main limitations of Monster Maker are its energy consumption, maintenance, and the limits of the user's control, just meaning that the monsters can possibly rebel if they are strong enough and the user has mistreated them.
Fake Floor: The user creates a temporary floor within their dungeon that can hold illusions, making it seem like a normal, physical floor with traps, monsters, or treasures. All of the illusions on this floor seem real and can actually work to a degree on this floor with illusions capable of causing damage (although weaker than normal and unable to cause any damage if the illusion is seen through) and even treasures appearing to work within the fake floor, but upon exit of the fake floor, they will find out that everything they gained from the floor was but an illusion.
Safe Floor: The user creates a temporary floor within their dungeon that can act as a sanctuary for those within the dungeon. This floor is imbued with a protective aura that prevents any monsters or hostile entities from entering. Additionally, it has a restorative effect, healing anyone inside over time. The effect of keeping monsters out acts as a semi-permeable barrier and can be broken or pierced by high-ranking creatures.
- A Sanctuary For Everyone: If a low-lever monster is pulled into the safe zone by others then it can turn into a normal harmless creature like a deer, squirrel, badger, etc.
Exit Floor: The user creates a temporary floor within the dungeon in between any floor that they want that allows visitors to leave the dungeon. The Exit floor will appear at the end of every dungeon and will be the turnaround point for the visitor(s) allowing them to go back into the dungeon from the start, where they came from, or even leaving the dungeon entirely.
Empty Floor: The Empty Floor is the start and the end of the dungeon, it will always be present and from here the user can create the dungeon, store whatever they want to, keep others safe here, etc. The empty Floor will be present even when the dungeon is destroyed, it can never be destroyed except with the death of the user. This floor is free from all laws, no laws from the universe exist in this space without the user making them. No laws not even life, death, time, space, reality, cause and effect are present within this floor without the user making them exist. In the case of Life and death do not exist here letting those who die in the dungeon live here should the user want them to, the user can even reincarnate them into a creature however this would make them completely reliant on the dungeon and die should they leave the dungeon and the connection with the user. Anyone within this floor is capable of moving throughout the dungeon as they please and even leave as they, please.
Dungeon Collapse: The user can start a dungeon collapse, making their dungeon and all of its floors begin to collapse, starting from its first floor and going to its last floor. Space will begin to distort and the monsters will either flee to other floors in order to survive a little longer or crumble to dust from the cataclitic wave of destruction that the user set in motion. The user can send any creatures that they wish to survive into the Empty Floor. Any visitor within the Dungeon will have to flee from the dungeon collapse as quickly as they can and reach the exit, if they cannot make it in time then they will be heavily wounded and possibly killed by the collapse of the dungeon depending on debre, and they will wake up in the Empty Floor dead or alive.
Treasure Trove: The user can create hidden chambers within their dungeon filled with valuable treasures and artefacts. These chambers can only be accessed through secret passages or by solving intricate puzzles. Creating elaborate treasures consumes a significant amount of the user's energy.
Gate: The user can create temporary portals within their dungeon that allow instant travel between different locations. These portals can be used for rapid deployment of allies or for quick escapes. Gates require precise control and consume a large amount of energy. Misuse can lead to unintended destinations or portal malfunctions.
- Defensive Gate: The user creates a gate on their body which either pulls in someone who makes contact with it, or it takes in an enemy's attack making that attack directly damage the dungeon in the location of wherever the user set the destination of the gate.
- Pocket Gate: The user creates a gate on their body and pulls out an item or stores an item in it allowing for quick storage and allowing the user to take out weapons from seemingly nowhere.
- Gate Binding: The user makes multiple gates on their body and traps a target's limbs in the different gates stopping their movements. The gates are not strong enough to rip the target apart but the user can use creatures on the other side of the gates to hold the target in place.
Awakening:
With the awakening of the Dungeon Dungeon Fruit, the user can now use their abilities on a much larger scale, with their mind finally caught up with their powers, their powers are able to affect the world around them spreading much further than their body once stopped them. Their power spills over into the world around them, letting them expand their dungeon into the environment shaping it to their desire. The user is able to extend their abilities to what could be considered impossible or illogical, empowering old techniques to new heights and creating new ones that were not possible before.
Awakening Techniques:
Heart of the Dungeon: Similar to "The Core of the Dungeon," the Heart of the Dungeon allows the user to merge their physical form with their dungeon, but it comes with even greater powers and capabilities. When the user activates the Heart of the Dungeon, they gain the extraordinary ability to morph and reshape their immediate surroundings to form the intricate corridors, chambers, and traps of their dungeon. This transformation is both fluid and immediate: walls sprout from the ground, ceilings stretch overhead, and floors ripple like liquid, all under the user's absolute control. The entire dungeon environment responds to the user's movements and commands, making it a living extension of their will. Moreover, the Heart of the Dungeon bestows upon the user the power to draw strength from everything within their dungeon. This includes the treasures hidden within its depths, the creatures that inhabit its halls, and the traps laid to ensnare intruders. Every element of the dungeon, whether animate or inanimate, contributes to the user's power, enhancing their physical abilities, powers, and overall resilience.
Dungeon break: The user is able to create a gate that connects to the inside of their dungeon and then releases whatever they want, may it be the creatures, treasures, or even the dungeon itself causing space to distort and merge the dungeon with the world around them. Creatures will pour out of the gate in a stampede, treasures and items can pour out of the gate like a sea of gold, and the dungeon can expand out of the gate like a crawling calamity. The gate while being a spatial distortion can still be broken with enough force. Once the gate(s) are closed then the creatures, items, and/or dungeon will be sucked back into the gate returning to the user's dungeon.
- Creatures: The user is able to create a massive amount of creatures within their dungeon and then release them from themselves pouring all the creatures with weapons and items that the user has created come out of a gate they created able to be used freely without fear of them disappearing until the user has run out of energy to sustain them.
- Dungeon: By creating a gate connecting to the user's dungeon, the user causes the surrounding area to 'fold' into their dungeon, effectively transporting portions of the external world into their dungeon and vice versa, until the gate is closed.
Authority: The user is able to grant a portion of their authority to people they brought into the dungeon or any creature they want, allowing them to control the creatures and the contents of a specific floor.
- Limited Trust: Limit the granted authority by time or a specific action, automatically revoking control after a certain period of specific condition(s) are met, ensuring temporary stewardship.
- Delegate: The user can specifically define the level of control an individual has over creatures and traps, fine-tuning the balance between autonomy and oversight.
Living Dungeon: The user can create a 'living' dungeon that adapts to intruders, capable of thought and acting in the best interest of the user and their dungeon. Capable of dynamically generating obstacles and challenges to test visitors specifically based on their observed strengths and weaknesses.
Trap Reave: With a single gesture, the user can implant numerous traps in their immediate environment or even within themselves that can then be activated and affect those nearby. These traps can have a multitude of hidden triggers and can be adjusted to be more potent, and capable of protecting larger areas with complex mechanisms.
- Chains: The user summons chains from the depths of their dungeon, binding and dragging enemies into their dungeon, whether it be from their gate or their main body, forcing targets to escape their dungeon.
Mini-Dungeon Core: The user creates a crystal-like smooth ball that contains a Dungeon within it, anyone who touches this mini-dungeon core will be drawn into the dungeon within and have to clear the dungeon to escape. However, since this is a mini-dungeon core it has a few limitations, firstly the dungeons in the mini-dungeon core can only have a maximum of 10 floors, additionally, the mini-dungeon core can be broken out of with either strong haki, spatial abilities, or any abilities that allow someone to break the crystal balls shell and release those trapped within it.
- Gate Landmark: The user can use the Mini-dungeon as a spatial anchor to allow them to teleport to the inside of the dungeon from their own dungeon and then exit it letting them be able to have a limited form of teleportation outside of the dungeon.
- Dungeon Master's Watch: Through the mini-dungeon core, the user can spy on those trapped inside the mini-dungeon, gathering information or learning from the way they handle the challenges presented to them.
- Dungeon Master's Hidden Influence: The user can control the creatures within the mini-dungeon core remotely, using them to perform tasks or relay messages to the outside world as if they were puppets. The user can also possess the creatures allowing them to share their senses and see through the creature's eyes and control them as easily as they can control their own body, however, the user will feel all of the body's physical pain and will also feel it's death should the creature die with the user possessing it.
- Fake Core: This generates a copy of the mini-dungeon core, which operates as a decoy, with both the original and the duplicate appearing legitimate to outsiders.
Awakening Weaknesses:
Energy: The vast expansion of power and control can be incredibly draining, meaning the user could risk total exhaustion or burnout if they use these abilities too frequently or for extended periods of time.
Heart of the Dungeon: While the user is merged with their dungeon the dungeon will be taking damage directly making every hit they take shake the dungeon and possibly collapse it. Additionally when the user is using a creature(s) and they take a serious hit that creature will die if that hit is strong enough to kill the creature(s). The same applies to treasures.
Dungeon Awareness: The user may need to split their awareness to monitor the larger area of effect of their dungeons and mini-dungeons, which can leave them blind to certain regions or overextended in their vigilance.
Waning Authority: Granting authority to too many individuals could dilute the user's overall control and open up the possibilities for internal conflict or sabotage.
Gate Fragility: The gates, while powerful and useful, are a lifeline for the user and their comrades getting in and out of the dungeon. The gates themselves are fragile and can be destroyed with enough strength or anyone capable of cutting space temporarily severing the user's lifeline in and out of the dungeon and cutting off a large amount of their powers until another can be made.
Dungeon Dissonance: The larger-scale dungeon transformations(brought into the environment) may not be as finely tuned as smaller-scale manipulations leading to instability or flaws that clever opponents can exploit.
Complexity: As old techniques are powered to new heights, the complexity of managing and understanding them also increases, which can lead to mistakes or malfunctions in their execution. Or it can just make it where the user is unable to make new techniques for most techniques.
Sensory Feedback: When the user possesses a creature they feel everything their controlled creatures feels, and then they might suffer from sensory overload or distraction during critical moments.
- Gold Crunch It is worse than ever because even though the community complained about how stupid the cost of leveling up a character, they just continued to make it even more unbearable. Right now they are about to release "tokens" for that but still, I don't think that's gonna work either because they'll probably make those available for Krakens and Whales too just as they did in the Mega Gold Orb case. As ftps we get like 1 per month. Also the gear crafting is more expensive than ever, those crimson gear costs are no joke either. And let's say I'm wrong and tokens would help us a lot, after 6 years I'm 100% sure that they will introduce events that spending tons of gold which will surely make our experience horrible again.
- Level of Greed in Event Milestones I remember the time I hit the last milestones just by playing the game more. Whether it was blitzing or another unbearable game mode, I was able to complete the tasks and got my rewards. Boy, that was looong time ago. The game started to cap my performance around 75%-85% of the milestones meaning that bottom 3-4 is unreachable. For the last year that 3-4 became 5-6. For 3 years I made calculations about how to hit the last milestone, It gradually turned into "How can I hit this required item milestone" and eventually reached at a point "Can I actually skip that bs ass event or not?" This Merc's Golden Bounty event is a digital way of spitting on player's faces. Now they even design events that Krakens can have difficulty of completing it. As a ftp I only have Deadpool and Deathpool and all I'm hitting is the Milestone 6. The whole 12 better milestones are beyond reach for me. All I'm getting is around 750k per event, not even a million.
- Character Availability. Blitz was no one's favorite but it allowed us to recruit new characters with 4-4.5 gold stars within 10 days. Campaign node events were everyone's favorite and like the same, they were allowing us to recruit characters with 4 and even 5 stars within 15 days and both got discarded. Now certain character releases takes whole month and we can barely get 4 stars. Usually we unlock them with 3-3.5 stars with the event. Then 2 weeks later they put them in a pass with 30 shards. Then they create an event orb with shitty rates that gives more Ultimus Credits than required shards. And that's it. That is the release. And even before their full release, they produce events that require 5-6-7 stars of the new characters which is impossible for us to participate. Even if we get 5 stars, it gets us almost no point. They recently reorganized the Ultimus store but it solved nothing as well. Not only it is expensive but it is also not fixed so even if I had the currency, I get like 5 shards per 2-3 days. I used to have 300k credits and now I have only 20k. They are successfully drained our resources without giving us anything. They should either increase the amount of the shards like x15 or even more or they need to fix new characters. Right now, even if you have the currency, they expect you to spent cores to refresh the store. And even when you do that you are not going to get the new characters to 5-6 stars to participate in those events. I don't even remember when was the last time we saw someone on the Arena store. The Scopley's mind is so evil that all they do is stalling the releases then we get tons of store credits and then they put the characters for more expensive rates to drain those credits.
- Ridiculousness of the Incursion Raids In the old days, (I take a sip from my invisible pipe) we used to be able to sustain a base level for our characters. To give it an example:
Level Cap 75: DD characters 75, raid characters 70, rest is 65 g12
Level Cap 90 DD characters 90, raid characters 80-85 , rest is 75, g14, B.Iso Lvl 3
But right now raid characters need 100 level at least too. And gear 19 if you can. Because even with 2.1m teams you cannot safely sim any nodes, maybe the second node of the Mutant node and that's it. If you successfully sim the first two Mutant nodes you can still get ruined in the boss node as in the example:
https://imgur.com/a/legOCnn. Mystic nodes are problem because you need to play it in a certain way and when you sim it, the AI system plays it in the wrong way mostly. For the bio nodes, I recently saw Rayge Gaming using Skull instead of Venom and it works way better so Venom seems like a waste. Every node has 12 characters that you can kill and 1-2 character that are invincible like Nova, Black Cat and Morgan.
But overall, the resistance of the enemies are, pardon my french but fucking stupid. Raids now are the Dark Dimensions that you do daily. Having huge health pools and huge amount of armor were already hard, we were already complaining about racing against timer but now we have huge amount of resistance as well, especially in the 2nd Tech node. They already make evasive characters like Cloak double-evasive while they are on enemy lines and in addition, now they have
80-120k resistance. But even that is not enough because most of them spawns with defense up so it means
even more resistance whereas if you put g19 and 3 diamond on your Pegasus team, all the focus they can get is 35k-40k. Even if you put Skirmisher on all of them (then you will lack ton of damage) they are still nowhere close to matching with the enemies' resistance. And as you all know, the buff-debuff system means almost the everything in this game because unlike many other games, these buffs and debuffs effect the game by 50% whereas in many other games it's only 25% or 30%. So no debuff? You are screwed and there is nothing you can do to increase your focus because it is capped.
5) CAPPED Speaking of caps, does anyone enjoys them? I ask to whales and krakens as well. Is there anyone who rubs his/her belly and saying "Mmm, those poor mfs not gonna get more than 50k points, let's spend 20$ and buy 60k milestone points, mwahahahaha (bad guy laugh- I think it is funny to explain obvious things)". We are already capped by life. I will already not gonna be able to become Tadano MAC. I looked at his profile to check when he quit the game and saw last active 3 hours ago. (Damn is he coming back? Strange). But anyways, the 10th guy who finished DD5 quit 1y 282 days ago. So Tadano should quit around that time right? What I'm trying to say is the dude left the game almost 600 days ago and he has 89m whereas I have 62m with non-stop playing. I never missed a day and still need like another year to catch up with him. We already are nowhere near close to them so why adding another cap to our performance in events?
Bla-Bla Bs Event Spend Campaign Energy 1pts Earn Blitz Credits 1pts (Capped 1000) The latest milestone requires 52.000
What a nice and fun event isn't it? What's even worse is being endgame now almost gets you nothing. Back in the day there were events that we can thrive too but now 95% of the events are for the whales and krakens. Therefore, being and endgame player is a huge negative for us. As a player with 62m collection power a newer player with 50m-55m player can easily defeat me. Because recently, I looked at my whole roster and saw that I have 10m power that I never use. I calculated the characters that are not needed for legendary events, other events and I never use in war, cc and raids. It is around 9m power that I do not use which causes me problem in matchmaking because a newer players do not know the times where AIM, Mercenaries, Hydras, Asgardians, Bionic Avengers, Brotherhood, Fantastic Four, Inhumans, Shadowland were meta and therefore didn't invest on them. Their roster is more compact and useful.
6) Standardized Experience and Unfair Matchmaking So as endgame players we already have an important downside against new players. Even new players with 10%-15% less power than we do can easily defeat us but the matchmaking system for the Cosmic Crucible never meant to be fair. In my last war I fought against a player with 90m tcp so 28m more power than I hold. I gave this example numerous times but system is basically like "As a mid-weight champion you defeat all your opponents of your size so now you have to fight against heavy weights". How about no? Why do I have to be a punching bag for some series? Owing to their awful system, all of our experience is standardized. Almost everyone has a ratio of 2:3 or 3:2 for winning and losing. I am almost never at the top 3 in my 8-player group. I'm always 5th or 6th most powerful player in my series which is not fair at all. There should be a system like -5%-10% and +5%-10%. As a player with 62m power I should be matched people with 68-56m tcp.
7.1) Resource Management (Our Side) It has almost no importance right now because the events are designed in a way that nothing matters. We are not gonna do much thing. 7.2) Resource Management (Scopley's Side) They are doing an awful job about this as well. We sometimes calculate our asses off in many events to get a mere damn 50 Dark Promo Credits and most of the time miss it. Then they release an easy ass event like Temporal Dimension with lot of good rewards. Don't get me wrong, I'm not complaining about the rewards but the way that they are giving them to us is ridiculous. You play your ass of a hard event and then boom a compensation message with tons of free stuff or an easy as hell event. You get good rewards but still you do not feel "rewarded". You either feel "Is that it?" or "Well, that was too easy". One event we cannot even claim a milestone with 1m gold and 3 days later they give us 500k Gold in free claim. How about putting a "leveled hardship" for the rewards? They also have a cunning way of delivering resources too. You know the unholy triangle of Time, Energy and Money right? You can only have two. The Scopley does exactly the same stuff too. We have a curse triangle of Gear, Training Mats and Gold. You can only have 2 of those. People were suffering with training mats but had the gold and now they had the mats but not the gold.
7) Hardware Requirements and Eye-Bleeding Amount of Garbage I don't know how much storage the game requires but if you take a look at the stuff we don't use (or barely use once a year) we can reduce the game by 60% without losing anything. There are tons of worthless stuff that just exist. I don't know who plays RTA but let's keep it. Would you please take a look at the orbs we have? There are 4 orbs for 4 horsemen? Ok new players need it but just think about percentage and the frequency of use. Milestone 3 orb? What happened to MS 4, MS 5 and MS 6? Legacy 1-2-3 orbs, Basic orb, T1, T2 Ability orbs, 20 orbs about gear in Blitz store, Blue Gear orb, Purple Gear orb (after like 6 months you are done with Green, Blue and Purple gear), Greek raids character orbs, Blue and Purple gear War orbs, Green Iso orbs. I don't even open them more than a whole year and I'm fine except the MS 3 orbs because it also gives gold orb. Either just give us the resources or create a system like tokens. After reaching a threshold just make it infinite because we already have more blue and purple gear than we can use. Just remove these garbage and it will not only save them money in data storage but will also make the game load faster at least. I don't even open Orange Gear orbs and I'm fine on that area.
8) Some Content Creators There are a lot of content creators that help community getting the good rewards. From Escape the Clint or Alliance Tower events to raid nodes, there are lot of good content creators that are doing good job, however, I don't wanna name names but there are some creators that do their best to beat around the bush. When there is bad event comes up, they either fake their anger or do not make a video but the moment an easy event pops out boom,
"here is how to max bla bla- bs event" videos come out. They only show the good side of the game to attract more views but when there are
that many of awful events that popular creators do not "strongly" criticize, the player base as a whole gets reduced and thus their viewers.
9) Krakens, Players' Voice Movement and the Almighty Group "But They Need to Make Money" Whenever someone complains about the greed of Scopley, there are some NPCs that pop out and comment the same stuff "but they need to make money". Trust me man, we get it, the companies need to make money but how much? I mean after getting how much money, they will grant us a decent game that do not abuse their playerbase? After how many million dollars are they gonna produce good content and events that is more than spend this and spend that? Right now they are waaay passed the level of "We Need to Make Money" and they reached to "Well, fuck them, they already are all addicted and cannot do anything against us". I mean, I will not throw some names but wasn't there a guy who was on the PMV and then few weeks later he was on the top of DD5 or DD6? (Been a long time so I do not remember which DD) As long as you rush to pour your money into those guys' account how can you think they will listen to you? Scopley is like some street food vendor in some 3rd world country. You see the videos people making ice cream on the fucking asphalt road right? That's our beloved producers. They do not care because they're getting their money. Why doing some cleaning if all people ever do is complaining and not taking serious steps? They tried to boycott it once and Scopley made even more money that month. Now they
organized a "movement" that was ridiculous from the get-go. The movement started after the 5th year. So these guys were running the game for 5 whole years. Do you really think there are any issues that we know but they don't? So you guys need gold? Damn man, if only there were people telling us this. For whole 5 years we just thought the new character releases are not enough. We thought you needed 10 characters each months. But thanks to PVM we know now. All we seeing is a funny play where Scopley does the things that they would do regardless but attribute some of them to PVM so that they feel they got tiny victories and made change in the game. But let's say I'm wrong from the beginning. The PMV did way more than we can think of. It is still a huge fail because it means that now we have to organize in a discord channel (God I hate that app) in order to get things we used to get without doing anything. Now we have to argue and raise our voice so that they can balance let's say a node of an event.
And I'm genuinely sorry for the long post. It's been a long time to come here again but not because I didn't have the time but more like not having the will. I remember the days I watch the videos of Khasino, Valley and MG. It recently reduced to MG only daily and now I don't even watch him regularly. I just look at some casual players' videos whenever new Alliance-Tower-like event pops up and that's it. My passion for this game died down a lot and I think lot of people will soon stop talking about altogether and silently quit the game whereas Scopley thinks there wasn't even many people complaining.
Edit 1: An I'm terribly sorry for forgetting the 2nd almighty group called "Just Go Play Another Game then". They are whole another type of specimen that do not know simply switching to something else do not solve problems. Oh let's switch to another game like LOTR: Heroes. Cancelled. Let's switch to some AAA games. Lot of them are bugfest on release. Let's switch uhmm. hmm. I'll go watch tv then.